blob: 485a52c10a6c73b626598a091ad4534f9032d825 (
plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
|
Shader "Erika/Common/GBuffer"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float3 vertex : POSITION;
float3 normal : NORMAL;
float3 tangent : TANGENT;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float3 normal : TEXCOORD1;
float3 worldPos : TEXCOORD2;
float4 vertex : SV_POSITION;
};
struct Output
{
float4 diffuse : SV_Target0;
float4 normal : SV_Target1;
float4 position : SV_Target2;
float4 texCoord : SV_Target3;
};
sampler2D _MainTex;
float4 _MainTex_ST;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
o.worldPos = mul(unity_ObjectToWorld, float4(v.vertex, 1)).xyz;
return o;
}
Output frag (v2f i)
{
Output o;
fixed4 col = tex2D(_MainTex, i.uv);
o.diffuse = fixed4(1,0,0,1);
o.normal = fixed4(1,1,0,1);
o.position = fixed4(i.worldPos, 1);
return o;
}
ENDCG
}
}
}
|